Search found 216 matches

by MrGrim
Thu Dec 21, 2017 9:01 pm
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 46760

Re: Version 0.16.7

If there is a really hard need not to reimplement this feature, it would be much better to make three separated tanks per default instead of one big tank. It is no problem to set up 3 pumps to an existing train station instead of one rather than to extend all existing train stations in an existing ...
by MrGrim
Thu Dec 21, 2017 8:09 pm
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 46760

Re: Version 0.16.7

I am glad that is removed the different fluids on the wagons XD posting to counter all those that are upset. i haven't met a person that used them as different fluid types if i needed a stop to have more than one fluid i made a different train stop per fluid type But.. why are you glad? That's a we...
by MrGrim
Thu Dec 21, 2017 7:23 pm
Forum: Releases
Topic: Version 0.16.7
Replies: 153
Views: 46760

Re: Version 0.16.7

Changes Removed the mechanics of 3 different fluid tanks in fluid wagon, and simplified it so the fluid wagon has just 1 fluid. Ah... damn. I actually used this feature for a water train feeding an 84 reactor nuclear plant. The problem I had was uneven emptying of wagons, and my solution was to sep...
by MrGrim
Sat Dec 16, 2017 12:13 am
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 39381

Re: Friday Facts #221 - 0.16 is out

I think people are getting confused about the two cases of side loading. 1) Side loading should retain the "compression" of the incoming belt. If A fully compressed lane is being fed into the side of a new belt, then that compression should be retained. In my limited testing of 0.16 so far...
by MrGrim
Fri Nov 24, 2017 1:09 pm
Forum: Releases
Topic: Version 0.15.38
Replies: 32
Views: 18133

Re: Version 0.15.38

I didn't sleep until April again, did I? ;)
by MrGrim
Sat Nov 11, 2017 6:13 pm
Forum: Not a bug
Topic: [0.15.37] Splitter Throughput Strangeness
Replies: 1
Views: 674

[0.15.37] Splitter Throughput Strangeness

I've spent the last hour trying to see if this has been reported, but I can't find anything. I'm seeing a weird issue where one belt backs up on the input of a standard 4x4 balancer despite no output belts being blocked. You can observe the behavior here: https://imgur.com/LewXrJy The input belts ar...
by MrGrim
Fri Oct 27, 2017 4:09 pm
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 47002

Re: Friday Facts #214 - Concrete rendering

I really like the new look, but I like the grid pattern and smoothness of the current concrete more. :/ It would be great if we could somehow get both.
by MrGrim
Fri Oct 13, 2017 10:40 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 44343

Re: Friday Facts #212 - The GUI update (Part 1)

For the people asking for various additions and changes to how to do schedules like GOTO's and conditional exit conditions and conditional grouping to control order of operations... ... Just make train schedules modifiable with combinators, and we can create any complex system we can imagine on our ...
by MrGrim
Fri Sep 29, 2017 2:49 pm
Forum: News
Topic: Friday Facts #210 - Circuit connector module implementation
Replies: 41
Views: 16479

Re: Friday Facts #210 - Circuit connector module implementation

Looks great! With the lamp update, would it be possible to address the over saturation effect of having a large number of colored lamps close together? If they behaved more like white lamps where they only light up the respective colors of the surrounding terrain to full brightness rather than addin...
by MrGrim
Fri Sep 22, 2017 8:05 pm
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 40965

Re: Friday Facts #209 - Optimisation is a way of life

Those new stone paths are fantastic! I'd love to see what they look like bordering some concrete. Re bots, the invulnerability thing bugs me. It could be exploited as others have pointed out. Personally, I consider combat and biter management an important aspect of the game, and bots should need to ...
by MrGrim
Fri Sep 01, 2017 10:12 pm
Forum: News
Topic: Friday Facts #206 - Workflow optimisation
Replies: 84
Views: 29073

Re: Friday Facts #206 - Workflow optimisation

What would happen if you replaced the iron belt in the attached image with underground belt? Would it trace the belt, replace part of the copper belt, replace nothing or something completely different? Also: What happens with items on the replaced belt? are they moved to your inventory or placed on...
by MrGrim
Fri Aug 11, 2017 5:06 pm
Forum: News
Topic: Friday Facts #203 - Logistic buffer chest
Replies: 152
Views: 48961

Re: Factorio Friday Friday Facts #203 - Logistic buffer chest

I fully approve of this pre 1.0 scope creep! :D This will be really useful. Thank you!
by MrGrim
Fri Jul 07, 2017 6:21 pm
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 52419

Re: Friday Facts #198 - Rail segment visualisation

I also propose CRC -> SHA-* as you don't use it permanently (only when loading/saving) so performance hit is a non-issue and it's more future-proof. Actually, I was astounded to get to know you use a meager CRC for creating object-hashes... You can throw as many bits onto the checksum as you like, ...
by MrGrim
Fri Jul 07, 2017 5:21 pm
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 52419

Re: Friday Facts #198 - Rail segment visualisation

Would it be too performance intensive to do a full compare if checksums match? Everything that optimizes comparisons with checksums has to deal with this eventuality, from hash table data type implementations to filesystem deduplication engines. The item stack change is a cool example of a little ch...
by MrGrim
Fri Jul 07, 2017 12:56 am
Forum: Releases
Topic: Version 0.15.28
Replies: 53
Views: 26611

Re: Version 0.15.28

As somebody who doesn't use the spacebar heating feature, thanks for the diagonal station names. :D
by MrGrim
Fri Jun 23, 2017 5:33 pm
Forum: News
Topic: Friday Facts #196 - Back on track
Replies: 42
Views: 17131

Re: Friday Facts #196 - Back on track

Why is all the code so closely coupled? Isn't it good design to loosely couple stuff? Especially between GUI and networking stuff, that sounds crazy. Generally, but that has a cost, usually in terms of performance. It gains you easier to maintain, read, and modify code. For many applications that's...
by MrGrim
Thu Jun 22, 2017 2:49 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
Replies: 75
Views: 34379

Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content

I discussed this issue at great length with that same friend, and we both agreed the new inserter behaviour has merit and application which will expand possible gameplay and inspire new methods and ideas, this is a good thing. While preparing for the possibility that it would not be reverted I was ...
by MrGrim
Thu Jun 22, 2017 2:37 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
Replies: 75
Views: 34379

Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content

This increases the complexity of a lot of circuits using things like decider combinator feedback counters by forcing an edge detector to turn a pulse into a sustained signal, and even then, as others have pointed out, you can't be sure when the inserter is done and stop it before it picks up another...
by MrGrim
Fri Jun 16, 2017 10:54 pm
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 38427

Re: Friday Facts #195 - Poles re-design

These all look off to me. and I think I know why. In my head (and I have no idea if this is how it is meant to be) the structures of Factorio are to scale with the player. Everything is smaller than what we encounter in real life simply because the engineer is limited in that way without cranes and ...
by MrGrim
Sat May 27, 2017 10:25 pm
Forum: Releases
Topic: Version 0.15.16
Replies: 15
Views: 17435

Re: Version 0.15.16

[*]As a one-time migration, enemy spawners will reset their absorbed pollution to zero when a save from a previous version of 0.15 is loaded. (https://forums.factorio.com/48662) This is to avoid an extreme temporary spike in difficulty that would happen after loading a save with many spawners that ...

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